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Immunities (Ex): Dragonets are immune to sleep, hold, and paralysis.

Dragonet: CR 1/3; Tiny dragon; HD 1d12+1; hp 7; Mas 12;

Init +2; Spd 10 ft., fly 60 ft. (good); Defense 15, touch 14, flat- footed 13 (+2 size, +2 Dex, +1 natural); BAB +1; Grap –9; Atk +3 melee (1d4–2, bite); Full Atk +3 melee (1d4–2, bite), –2 melee (1d3–2, 2 claws); FS 2-1/2 ft. by 2-1/2 ft.; Reach 0 ft.; SQ darkvision, immunities, low-light vision; AL none (or master’s); SV Fort +3, Ref +4, Will +3; AP 0; Str 6, Dex 15, Con 12, Int 2, Wis 12, Cha 9.

Skills:Listen +7, Spot +7.

Feats: Alertness.

Advancement:None (or as familiar).

Drake

Source of magic, scourge of the high seas, quite pos- sibly the most majestic and powerful creature of the

Age of Adventure —the drake is a figure of legend

and the object of mingled awe and terror. Similar to the wyrms described in the d20 Modern Roleplaying Game and the dragons detailed in the Urban Arcana Campaign Setting, drakes are creatures of primal elemental power that live in the depths of the ocean.

A drake is an enormous creature that looks like a combination of a gigantic serpent and a monstrous lizard. From its nose to the base of its tail, it stretches 80 to 100 feet, and its tail easily doubles its total length. Some have four legs, while others have only front legs or even flippers. All have wings, webbed like those of a bat. Their heads feature gaping mouths with many sharp teeth, and growths like hair that resemble either stringy beards or shaggy manes. Despite their bestial appear- ance, they possess unparalleled stores of knowledge and godlike wisdom.

Many drakes avoid combat, though all defend their homes when threatened. Some drakes, however, actively seek out humanoid prey, sinking sailing ships to devour their crews.

Species Traits

Blindsight (Ex): A drake’s incredibly keen senses give it blindsight to a range of 60 feet. See Special Qualities in Chapter Eight of the d20 Modern Roleplaying Game for details. Breath Weapon (Su): A drake can breathe a cone of fire 80 feet long, 80 feet wide, and 80 feet high every 1d4 rounds as an attack action. Any creature in the cone takes 20d10 points of fire damage, or half damage on a successful Reflex save (DC 32). The save DC is Constitution-based.

Capsize (Ex): A submerged drake that surfaces under a boat or ship less than 20 feet long capsizes the vessel 100% of the time. It has a 75% chance to capsize a vessel from 20 to 60 feet long and a 50% chance to capsize one more than 60 feet long.

Frightful Presence (Ex):When a drake attacks, charges,

or flies overhead, it inspires terror in all creatures within 300 feet that have fewer Hit Dice or levels than it has. Each poten- tially affected opponent must succeed on a Will save (DC 27) or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that drake’s frightful presence for one day. The save DC is Charisma-based.

Hurricane (Sp): Once per week, a drake can summon a hurricane-force wind (see Winds, page 33). The wind blows in an area with a radius of 50 miles, centered on the drake, and lasts for 6d4 hours.

Keen Senses (Ex): A drake sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spells: A drake knows and casts arcane spells as a 10th-level Sorcerer, gaining bonus spells for its high

Charisma score.

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Spell-Like Abilities: At will—burning hands; 3/day—fire- ball; 1/day—wall of fire.

Immunities (Ex): Drakes are immune to fire, sleep, hold, and paralysis effects.

Water Breathing (Ex): A drake can breathe water as easily as air.

Drake: CR 20; Colossal dragon; HD 25d12+250; hp 412; Mas

30; Init +1; Spd 40 ft., fly 120 ft. (average), swim 80 ft.; Defense 35, touch 10, flat-footed 34 (–8 size, +1 Dex, +25 natural, +7 insight); BAB +25; Grap +59; Atk +35 melee (4d8+18, bite); Full Atk +36 melee (4d8+18, bite), +33 melee (4d6+9, 2 claws), and +33 melee (2d8+27, tail slap); FS 30 ft. by 30 ft.; Reach 15 ft.; SQ breath weapon, capsize, frightful presence, hurricane, spells, spell-like abilities, immunities, water breathing; AL drakes; SV Fort +24, Ref +17, Will +21; AP 0; Str 46, Dex 13, Con 30, Int 23, Wis 24, Cha 21.

Skills:Appraise +34, Bluff +33, Diplomacy +33, Knowledge

(arcane lore) +34, Knowledge (history) +34, Listen +37, Navi- gate +34, Search +34, Sense Motive +35, Spellcraft +34, Spot +37, Survival +35.

Feats: Alertness, Cleave, Combat Expertise, Great Cleave, Improved Trip, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (bite).

Spells Known (6/8/7/7/5/3): 0—daze (DC 15), detect magi- cal aura, light, mage hand, message, prestidigitation, read magic, resistance; 1st—mage armor, magic missile, shield, sleep (DC 16), true strike; 2nd—blur, enhance ability, invisibility, protection from arrows/bullets; 3rd—dispel magic, lightning bolt (DC 18), tongues; 4th—ice storm, wall of ice; 5th—cone of cold (DC 20). Advancement: None.

Ghoul

The Menace Manual includes statistics for a modern ghoul, apparently a supernatural manifestation of necrotizing fasci- itis. Ghouls more ancient and, in some ways, more fearsome haunt the graveyards and blasted battlefields of the Age of

Adventure. The ancient ghoul is a shapechanger that feeds

on carrion, though it also seems to enjoy feasting on newly slain human flesh.

In its natural form, a ghoul is a gaunt humanoid with leathery, desiccated flesh. Its fingers end in sharp, curving claws, and its sharp teeth protrude from its mouth. Its posture is stooped, and it sometimes uses its hands to propel itself faster along the ground. It can also take the shape of a hyena or disguise itself as a normal human.

Ghouls are clever predators. During times of plague or war, they haunt charnel houses and battlefields, scavenging meat from the dead and attacking anyone who might try to prevent them from doing so. When such ready food supplies are not available, they might even venture into cities in search of unwary prey.

Species Traits

Aura of Fear (Su): A ghoul in its natural form can exude a 30-foot-radius aura of fear as a free action. A creature in the area must succeed on a Will save (DC 14) or be affected as though by a fear spell (caster level 7). A creature that success- fully saves cannot be affected by the same ghoul’s aura for 24 hours. Other ghouls are immune to the aura. The save DC is Charisma-based.

Change Shape (Su): A ghoul can assume the shape of a hyena or a human. In either form, it loses its natural attacks,

though it gains the bite of a hyena (see below) while in hyena form. A ghoul can remain in its new form until it chooses to assume a new one. A change in form cannot be dispelled, but a ghoul reverts to its natural form when killed. A ghoul gains a +10 bonus on Disguise checks when it uses this ability to create a disguise.

In hyena form, a ghoul has the following characteristics: Spd 50 ft.; Atk +6 melee (1d6+4, bite); Full Atk +6 melee (1d6+4, bite); SQ change shape, darkvision 60 ft., scent, undead. Ghoul Fever (Su): A ghoul’s bite infects the victim with a supernatural disease called ghoul fever (injury; Fort DC 14; incubation period 1 day; damage 1d3 Con and 1d3 Dex). As the name suggests, the illness manifests as a high fever accompanied by horrible nightmares and wracking pains in the joints. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. The save DC is Charisma-based.

Rend (Ex): If a ghoul hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack auto- matically deals an extra 2d4+6 points of damage.

Scent (Ex): This ability allows a ghoul to detect approach- ing enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight of the d20 Modern Roleplaying Game for details.

Undead: Ghouls have the traits and immunities common to undead.

Ghoul: CR 4; Medium-size undead; HD 4d12; hp 26; Mas —;

Init +3; Spd 40 ft.; Defense 17, touch 13, flat-footed 14 (+3 Dex, +4 natural); BAB +2; Grap +6; Atk +7 melee (1d4+4, claw); Full Atk +7 melee (1d4+4, 2 claws) and +4 melee (1d8+2 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aura of fear, change shape, darkvision 60 ft., ghoul fever, rend 2d4+6, scent, undead; AL chaos, evil; SV Fort +1, Ref +4, Will +6; AP 0; Rep +0; Str 19, Dex 17, Con —, Int 11, Wis 14, Cha 14.

Skills:Balance +10, Climb +11, Jump +15, Tumble +10.

Feats: Multiattack, Weapon Focus (claw). Advancement: 5–12 HD (Medium-size).

Nighthag

Often described as a female sorcerer or a fiend, the nighthag is actually neither, though it might be closely related to fiends. Like those terrible creatures of evil, the nighthags originate from another world or dimension. In appearance, they are both beautiful and terrible. They usually (but not always) appear female, usually very attractive in visage and body, though their skin is the blackish-purple of a terrible bruise. Their black hair is matted and tangled, and curving horns like those of a ram jut from their heads.

Nighthags are notorious for their nighttime visitations, during which they torment sleeping individuals and draw energy from them. Entering the bedchamber of a sleeping victim, a nighthag pins the victim and paralyzes him, then sits on his chest to draw forth his breath and sap his vitality.

Species Traits

Drink Breath (Su): Once per day, a nighthag can draw out the breath of a victim, gaining sustenance from the life energy contained in it. This is a full-round action that provokes attacks

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of opportunity, so nighthags usually use this ability on paralyzed victims. The victim must succeed on a Fortitude save (DC 18) or take 1d4 points of Constitution drain. When it successfully drinks a victim’s breath, a nighthag gains 5 temporary hit points. The save DC is Charisma-based

Nightmare (Su): When stalking a victim, a nighthag usually precedes its physical attack with nightmares sent from a distance. The nighthag designates a sleeping character it has seen and sends nightmares to that character. The victim must succeed on a Will save (DC 18) or suffer from vivid nightmares the entire night, waking fatigued. The save DC is Charisma-based. Using this ability requires 10 minutes, but a nighthag can target a victim at any range, as long as it has some knowledge of the intended target. The ability fails if the victim is not sleeping at the time.

Paralysis (Su): If a nighthag pins an opponent, the victim must succeed on a Fortitude save (DC 20) or be paralyzed for 1d4 minutes. The save DC is Strength-based.

Nighthag: CR 8; Medium-size outsider; HD 8d8+32; hp 68;

Mas 18; Init +2; Spd 30 ft., fly 60 ft. (good); Defense 21, touch 12, flat-footed 19 (+2 Dex, +9 natural); BAB +8; Grap +14; Atk +14 melee (1d6+6, claw); Full Atk +14 melee (1d6+6, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ drink breath, nightmare, paralysis; AL evil; SV Fort +10, Ref +8, Will +10; AP 0; Rep +0; Str 22, Dex 15, Con 18, Int 17, Wis 18, Cha 19.

Skills:Bluff +15, Concentration +15, Diplomacy +15, Dis-

guise +15, Hide +13, Intimidate +15, Listen +15, Move Silently +13, Sense Motive +15, Spellcraft +14, Spot +15.

Feats: Combat Throw, Defensive Martial Arts, Elusive Target.

Advancement: By character class.

Nighthag Charismatic Hero 3/Sorcerer 3: CR 14; Medium-

size outsider; HD 8d8+32 plus 3d6+9 plus 3d6+9; hp 107; Mas 18; Init +2; Spd 30 ft., fly 60 ft. (good); Defense 23, touch 14, flat-footed 21 (+2 Dex, +2 class, +9 natural); BAB +10; Grap +16; Atk +17 melee (1d6+7/18–20, +1 cutlass) or +16 melee (1d6+6, 2 claws); Full Atk +17/+12 melee (1d6+718–20, +1 cutlass) or +16 melee (1d6+6, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ drakeskin 1/day, drink breath, fire focus, nightmare, paralysis; AL evil; SV Fort +13, Ref +11, Will +14; AP 3; Rep +4; Str 22, Dex 15, Con 18, Int 17, Wis 18, Cha 20.

Skills:Bluff +16, Concentration +21, Craft (visual art) +6,

Diplomacy +19, Disguise +19, Hide +13, Intimidate +22, Knowl- edge (arcane lore) +12, Knowledge (streetwise) +6, Listen +15, Move Silently +13, Perform (dance) +11, Sense Motive +15, Spellcraft +17, Spot +15.

Feats: Archaic Weapons Proficiency, Combat Throw, Defen- sive Martial Arts, Elusive Target, Improved Combat Throw, Unbalance Opponent.

Talents (Charismatic Hero): Charm, fast-talk.

Sorcerer Spells Known (6/6): 0—daze (DC 15), detect magi- cal aura, message, prestidigitation, resistance; 1st—burning hands (DC 16), cause fear (DC 16), change self.

Drakeskin (Su): Once per day, a Sorcerer can gain a +3 natural armor bonus and fire resistance 5 for 30 minutes.

Possessions: +1 cutlass.

Pirates

Typical pirate crew members are equivalent to the thug strong/ tough ordinaries presented in Chapter Eight of the d20 Modern

Roleplaying Game, except for the equipment they wield. A typi- cal pirate captain is a strong/charismatic ordinary comparable to the gang leaders in the d20 Modern Roleplaying Game.

Low-Level Pirate (Strong Ordinary 1/Tough Ordinary 1): CR

1; Medium-size humanoid (human); HD 1d8+2 plus 1d10+2; hp 14; Mas 15; Init +1; Spd 30 ft.; Defense 13, touch 13, flat- footed 12 (+1 Dex, +2 class); BAB +1; Grap +3; Atk +3 melee (1d6+2/18–20, cutlass) or +2 ranged (2d4, snaplock pistol); Full Atk +3 melee (1d6+2/18–20, cutlass) or +2 ranged (2d4, snaplock pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; AL pirate code; SV Fort +4, Ref +1, Will +0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8.

Occupation: Blue-collar (class skills: Drive, Intimidate). Skills: Craft (mechanical) +5, Drive +5, Indimidate +3, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Profession +4, Read/Write English, Read/Write Spanish, Repair +2, Speak English, Speak Spanish, Swim +3.

Feats: Brawl, Personal Firearms Proficiency, Simple Weap- ons Proficiency.

Possessions: Snaplock pistol, 4 rounds of ammunition with shot, cutlass, knife, various gear and personal possessions.

Mid-Level Pirate Captain (Strong Ordinary 3/Charismatic Ordinary 3): CR 5; Medium-size humanoid (human); HD

3d8+3 plus 3d6+3; hp 28; Mas 12; Init +1; Spd 30 ft.; Defense 15, touch 14, flat-footed 14 (+1 Dex, +3 class, +1 buff coat); BAB +4; Grap +6; Atk +6 melee (1d6+2/18–20, cutlass) or +6 ranged (2d4, snaplock pistol); Full Atk +6 melee (1d6+2/18–20, cutlass) or +6 ranged (2d4, snaplock pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; AL pirate code; SV Fort +5, Ref +4, Will +2; AP 0; Rep +2; Str 15, Dex 13, Con 12, Int 8, Wis 10, Cha 15. Occupation: Criminal (bonus feats: Disable Device, Sleight of Hand).

Skills:Bluff +7, Climb +4, Disable Device +6, Drive +3,

Intimidate +8, Jump +3, Knowledge (current events) +1, Knowl- edge (streetwise) +6, Read/Write English, Read/Write Spanish, Sleight of Hand +7, Speak English, Speak Spanish.

Feats:Brawl, Personal Firearms Proficiency, Point Blank

Shot, Simple Weapons Proficiency, Streetfighting, Weapon Focus (snaplock pistol).

Possessions:Brace (6) of snaplock pistols, 24 rounds of ammunition with shot, cutlass, knife, buff coat, various gear and personal possessions.

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